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BATMAN INTRODUCTION You re the DARK KNIGHT, the CAPED CRUSADER, the World s Greatest Detective. You re the living proof you don t need super powers to be a superhero you are BATMAN! Together with the other members of the JUSTICE LEAGUE, you are the last line of defense to protect billions of lives from the worst imaginable foes. Will you make the difference? Will you secure the safety of mankind? OVERVIEW With this Batman Set for Justice League: Hero Dice you join the Justice League as the Dark Knight. Roll the dice and battle villains with cunning and deception. Keep the villains away from your city the fewer get through the better. FIND ALLIES AND BUILD THE LEAGUE You are ready to fight the forces of evil singlehanded, so it s the solo game for you. But, to enjoy the full fun and excitement of Justice League: Hero Dice you should partner with a friend leading a fellow hero (SUPERMAN, FLASH, GREEN LANTERN etc.) to join the fight. Each hero has his own box, so for team play grab one box for each player and fight the bad guys together! This is how it feels to be part of the Justice League! GOLDEN RULE If a rule or symbol on a card or hero sheet contradicts this rule book, the cards and sheets always take precedence. 1

COMPONENTS 16 B M 16 15 LEGENDARY 14 11 ACTION Bat mob ile You have 3 h tok en can tok ens. Eac a Bat mob ile as d use be colo r onc e sym bol of any per gam e. 10 6 VALIANT bol Eac h Bat sym hit. cou nts as 1 sym bol Eac h Wou nd hit. cou nts as 1 sym bol A Bat mob ile to set asid e allo ws you of dice of any num ber r as the the sam e colo. g the sym bol dice sho win allo wed to You are not sho win g dice e asid set sym bol. a Bat mob ile dice has If at lea st 1 e, rer oll bee n set asid ch haven t whi dice all e yet. bee n set asid use one y You can onl a tim e. Bat mob ile at 1 hero sheet 1 double-sided city card 5 1 WANNABE GOTHAM CITY 0 NEVER HEARD OF 1 target token + 2 DAMAGE TO THE TARGETED VILLAI N 6 hero cards damage tokens: 4x 3-damage, 9x 1-damage 6 5 team tokens 3 Batmobile tokens BANE 10 villain cards 2 7 dice: 3x gray, 4x black

DICE RULES The symbols on your dice are explained on your hero sheet. Additionally you can find your special ability in the lower left corner. ROLLING YOUR DICE At the start of your attack roll all your dice. After each roll you can declare the end of your attack. Or you keep re rolling as long as you have BATMOBILES and color corresponding dice to set aside. With a black Batmobile you can only set aside black dice, with a gray Batmobile you can only set aside gray dice. You can never set aside Batmobiles. You can use only one Batmobile at a time. At the end of the attack you count each Bat symbol as +1 hit and each Wound symbol as a miss. Each miss counts as 1 hit. EXAMPLE For his first roll Batman has a black and a gray Batmobile. Because he could only set aside gray Wounds with the gray Batmobile, Batman decides to use the black Batmobile, sets aside the two black Bat symbols and rerolls all other dice. If he would stop after this reroll Batman would have zero hits, because the three Wounds cancel the three Bat symbols. So Batman decides to use the gray Batmobile, sets aside one gray Wound and rerolls the four dice which haven t been set aside yet. Despite having a black Batmobile, Batman decides to end his attack. Batman scores 2 hits. SETUP This game offers the best experience if each player controls one hero of a different kind. Rules for Solo play or for Doppelganger play can be found on page 7. 1. Prepare heroes: Each player places his hero sheet, his hero cards, his hero dice and all hero tokens faceup in front of him. As the game is cooperative you can share all information with each other. The team tokens of all hero sets are put together in one pile near the centre of the game area. 2. Prepare City: Choose one city card and place the side with the lower number facing up (the higher number 16 GOTHAM CITY 16 15 LEGENDARY 14 11 ACTION 10 6 VALIANT 5 1 WANNABE is for the solo game) above the villain deck. The area above the battlefield, including the city card, is called the city. 0 NEVER HEARD OF 3

3. Prepare Villain cards: REINFORCEMEN TS + villain deck. This area is called the battlefield. Next draw again cards equal to the number of heroes in play and place them to the left of the villain deck. This area is called the outskirts. In the outskirts the first cards are placed faceup, but the last card is placed facedown. When a reinforcement card is placed in the outskirts another card is immediately drawn and placed on top of it face up in a way that the threat value of both cards is visible. Cards in such a stack count as one card with combined threat (e. g. for setup requirements). 1+ x First set aside all reinforcements. Shuffle the remaining villain cards of all participating hero sets and place two cards per hero player face down in the centre of the play area to build the base of the villain deck. Then shuffle the reinforcements into the remaining villains to form the villain deck and place the deck underneath the city card. Now draw cards from the top of the villain deck equal to the number of hero players and place them faceup to the right of the City 2 PLAYER SETUP (BATMAN AND SUPERMAN) 16 City s resistance The heroes title at the end of the game City s name 1+ 10 6 VALIANT 5 1 WANNABE GOTHAM CITY 0 NEVER HEARD OF 5 Villain cards have special abilities which activate when the villain is placed or targeted (cf. villain abilities p. 8). Hero Set Battlefield TM 3 PENGUIN Earned Team Tokens Threat 6 TM REINFORCEMENTS Villains in your city (faceup) 14 11 ACTION Villain deck Outskirts 4 16 15 LEGENDARY + 1+ x DARKSEID SCARECROW 3 Defeated villains (facedown) Villain s Villain s name abilities

PLAYING THE GAME In Justice League: Hero Dice all heroes try to save the city from constant waves of villains. You have to withstand the complete villain deck. The game is played in rounds which are divided in 2 phases. All heroes play simultaneously. The game ends with the final battle after the villain deck has run out. 1. Attack 2. Resolution Hero cards can be played anytime unless they say otherwise. There is no limit to how many cards can be played per round. After a card is resolved you discard it and build a discard pile. 1. ATTACK During an attack the following steps take place in the following order: Each hero places his target token on the battlefield pointing at a villain of his choice. This decision is important and should be made with your team. Heroes roll their dice simultaneously. Heroes reroll simultaneously following the special rules for each hero (see hero sheet) until they declare their attack is completed. Rolling at the same time? Because you play as a team it is your choice if you do so or not. Sometimes you may want to wait for a team mate s result before you go on. If you roll simultaneously, the game is faster. For your first game we recommend you do NOT roll simultaneously, so you can see how your team mates are doing. 2. RESOLUTION During resolution the following steps take place in the listed order: Villain abilities affecting inflicted hits are applied. Hero abilities affecting inflicted hits are applied. Now all remaining hits become damage. Each hero places damage tokens equal to the inflicted damage on their targeted villain. All villains who suffered damage tokens higher or equal to their threat value are defeated and placed facedown on the defeated villain pile. If damage tokens from at least 2 different heroes are on a defeated villain, the heroes get 1 team token to be placed in the city next to the villain cards. 5

6 Villains, which haven t been defeated, remain on the battlefield. All damage tokens remain on a villain. Gaps between villain cards in the battlefield are closed by moving the outer cards inwards to the center. All villains gathering in the outskirts are moved to the battlefield one by one. The villain next to the villain deck is moved first, then the next one etc. A hidden villain must be revealed before being moved. IMPORTANT: Every villain to be added to the battlefield needs to check if he overruns the heroes. To do this add the threat of the villain to those of all villains on the battlefield. If the sum is higher than the power limit of the heroes, the villain moves directly to the city. The villain card is put face up to the right of the city card. POWER LIMIT 1 player: 12 2 players: 15 3 players: 20 4 players: 25 New villains are drawn from the villain deck; one for each hero. The first villain is placed in the outskirts next to the villain deck and the following card next to this card etc. The last card is always placed facedown (and hidden from the players). TERMINOLOGY Battlefield: The play area on the right side of the villain deck. This is where villains and heroes fight. City: The city card and the villains who made it thru. Achieved team tokens are also placed here. Damage: Each hit that isn t cancelled deals 1 damage to a villain. Damage can also be inflicted by hero cards. For each damage dealt damage tokens with the corresponding value are placed on a villain. Defeated: Villains who suffered enough damage to exceed their threat end up face down in the defeated villain pile. All tokens placed on them are removed. Hit: Each present counts in the resolution phase as 1 hit against a targeted villain. Miss: Each present counts in the resolution phase as 1 hit against a targeted villain. Overrun: If the sum of the threat of a villain that moves to the battlefield and the threat of all villains on the battlefield exceeds the power limit, the heroes are overrun. The moving villain moves directly to the city. Outskirts: The play area on the left side of the villain deck. This is where villains gather for one round before they enter the battlefield. Power Limit: The maximum total of villain threat the heroes can withstand before they are overrun. Reinforcements: A special villain card which supports a villain. The reinforcement and the card on top count as one card with combined threat, that live and die as one. There is no limit to how many reinforcements can be put on top of each other.

Target: At the beginning of their attack heroes place their target tokens. The villain at whom the target token aims is the target of the corresponding hero for this round. THE FINAL BATTLE When the villain deck is empty, one round will be played as usual. At the end of the round all villains from the outskirts move to the battlefield (or overrun to the city), but the outskirts remain empty. In the final round attack and resolution take place as usual until new villains would need to arrive from the outskirts. Then the game ends and the final score is determined. Villains in the city reduce city resistance equal to their threat. Each villain card still on the battlefield reduces 2 from your city s resistance (regardless of threat or damage tokens). Each team token in the city restores 2 to your city s resistance. Compare the final total to the list on the right of your city card to see how well your Justice League did. SUPER TOUGH MODE You want a real challenge? No problem. At the start of the game all heroes shuffle their hero cards and randomly select one card and set it aside. Now each hero has to fight with only 5 hero cards. SOLO GAME Most of the solo game proceeds exactly as the team game with a few exceptions: Team tokens remain in the game box. Ignore the villain ability team attack. Use the side of the city card with higher resistance. The position of the outskirts is now on top of the villain deck rather than to the left of it. The card in the outskirts is placed face up there is no card placed face down in the solo game. A reinforcement card only gets additional villain cards laid on it when it is moved to the battlefield during resolution. DOPPELGANGER GAME You may decide to fight together with two (or even more) of the same super heroes in your Justice League: Hero Dice game. This is possible, but of course you will have to endure some hardships. Your heroes will not complement one another as effectively as different heroes would, and it will take time sorting the sets out afterwards. Anyway the rules are the same as in a regular game. 7

VILLAIN ABILITIES 8 + 1+ x 3 WOUND Counts as an additional rolled miss canceling 1 hit. 3 ROLLS TOP Only 3 rolls are allowed. TEAM ATTACK This villain can only be targeted by two or more heroes at once. NO CARDS A hero is not allowed to use any hero cards, when targeting this villain. (Hero abilities are still allowed.) REINFORCEMENTS When a reinforcement card is drawn and put into the outskirts another card is immediately drawn and placed on top of it face up in a way that the threat value of both cards is visible. This continues until a villain card is drawn. The stack of cards count as one card with their threat totalled. TWO-FACED After the damage tokens have been placed roll one gray Batman dice. Even when the villain has not been targeted in the current round, but still has damage tokens. If the result is a wound remove 1 damage from each hero s damage on this villain. If the result is a Bat symbol or a Batmobile add 1 damage to each hero s damage on this villain. CREDITS Game design: Andreas Schmidt Editing and Developement: Harald Bilz, Heiko Eller, Sabine Machaczek, Sabine Pickener Graphic Design: Marina Fahrenbach, Sabine Machaczek Warner Licensing: Aude Bécourt-Foch Production Manager: Heiko Eller Publisher: Harald Bilz Thanks to: Jasmin Ickes, Ferdinand Köther, Corey Konieczka, Oliver Kutsch, Nick Street, and all our play testers from Stahleck 2015 Heidelberger Spieleverlag. No part of this product may be reproduced without specific permission. Retain this information for your records. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER. JUSTICE LEAGUE and all related characters and elements and DC Comics. WB SHIELD: TM & WBEI. (s15)